• INTEL GPA mesh ripper tutorial + tool (x32,x64,DX9,10,11)
    95 replies, posted
You may of seen screenshots of this on the Call of Duty thread. Well here it is for the public, I would suggest reading the detailed tutorial here -> [url]http://dev.cra0kalo.com/?p=213[/url] [U][B]Pros[/B][/U] *works for x86_64 (64bit applications) *works for DirectX 11 *rips directly from DX API [B][U]Cons:[/U][/B] *Broken UVs *Broken Normals (needs to be recalculated) [IMG]http://puu.sh/cY3T4.jpg[/IMG] [IMG]http://dev.cra0kalo.com/wp-content/uploads/2014/11/pic_rip6.png[/IMG] [B][U]Downloads[/U][/B] GPA 64bit - [url]http://registrationcenter-download.intel.com/akdlm/irc_nas/4674/gpa_14.3_release_231370_windows_x64.msi[/url] 32bit - [url]http://registrationcenter-download.intel.com/akdlm/irc_nas/4674/gpa_14.3_release_231370_windows_x86.msi[/url] NET Frameworks (if you don't already have it) [url]http://msdn.microsoft.com/en-us/vstudio/aa496123[/url] Patched Analyzer [url]http://rel.cra0kalo.com/depot/FrameAnalyzer.patched.zip[/url] [B][U]Detailed Full tutorial[/U][/B] [url]http://dev.cra0kalo.com/?p=213[/url]
Can the UVs be fixed?
so if i didn't missed any info, materiels won't be ripped but only mesh data, is that correct? i see there's a texture tab though. might try this out myself. anyways, very useful. thank you for that.
[QUOTE=F T;46532014]Can the UVs be fixed?[/QUOTE] Contacted the Intel team waiting on a reply...
Thank you very much cra0kalo. I appreciate all your hard work.
Nevermind. Works like a charm. Great tool!
Anybody tried it with AC: Unity?
Sinca I'm a n0ob with UVs I'll wait before you can fix the UV export (or I find someone to fix the UVs for me heh). But clearly it's an awesome step forward in [sp]stealing[/sp] ripping models from guys who are paid too much to care about it. Cheers!
Now if this would only work for getting models from WebGL site model viewers I would be in luck.
Would this work with say, RAGE or Wolfenstein TNO?
[quote]Cons: *Broken UVs *Broken Normals (needs to be recalculated)[/quote] Don't understand why you released this thread.
What a year this has been, first the technique with using hex2obj, then dainiuxxx with his tools and now the thing I've been wishing for, intel GPA extracting mesh. Thanks for making this come true cra0kalo. @Salva, it's still usefull for people like me like I can get the buildings from BFBC2 easily now and remake them in brushes properly as I always wanted to remake a map with those buildings, I know it was possible before but now theres much more and much easier. But I do understand your POV Still I hope the UV will be fixed soon.
[QUOTE=Salva;46534305]Don't understand why you released this thread.[/QUOTE] Because if you aren't completely useless at a given modelling program you can take care of both of those issues yourself?
Well what's broken with the UVs anyway? Are they flipped or something?
[QUOTE=F T;46534915]Well what's broken with the UVs anyway? Are they flipped or something?[/QUOTE] there aint none , atleast not on my attempts
thanks for all the hard work cra0kalo, but when i open patched Frame Analyzer and select my captured frame, i get this error. [IMG]http://s8.postimg.org/hrwq6a2fn/error.png[/IMG] if i click yes or cancel i get this, and the program closes [IMG]http://s28.postimg.org/3rcjah9qz/error_2.png[/IMG] if i click no the program will restart and bring me back to selecting my captured frame any help is appreciated :)
[QUOTE=TitanFall;46535743]thanks for all the hard work cra0kalo, but when i open patched Frame Analyzer and select my captured frame, i get this error. [IMG]http://s8.postimg.org/hrwq6a2fn/error.png[/IMG] if i click yes or cancel i get this, and the program closes [IMG]http://s28.postimg.org/3rcjah9qz/error_2.png[/IMG] if i click no the program will restart and bring me back to selecting my captured frame any help is appreciated :)[/QUOTE] I had some issues getting GPA to work correctly with Ghosts, trying turning off everything (shadows, AA, supersampling, DOF, motion blur, etc) but you can leave the texture settings as-is. See if it makes a difference. Mine kept crashing with those settings left on when I tried opening the trace file. [QUOTE=KENNITHH;46535371]there aint none , atleast not on my attempts[/QUOTE] This. Currently the GPA's library framework doesn't expose any UV information (well not that I've been able to find yet). Even their geometry preview doesn't have any textures loaded although it clearly could support it in the future, it already has the necessary function required to set the coordinates of textures. The main scene renderer does show textures although I'm not 100% how that works yet.
i know PCSX2 is working with some level of directx, could this program work with it? lol
The models in GPA have full uv cords but are not standard in all models, these are relative to the original mesh from HDD files. some weeks ago I extracted a character from Dead rising 3 using the file generated with GPA and hex2obj and the uvs were correct ;)
[QUOTE=master131;46536335]I had some issues getting GPA to work correctly with Ghosts, trying turning off everything (shadows, AA, supersampling, DOF, motion blur, etc) but you can leave the texture settings as-is. See if it makes a difference. Mine kept crashing with those settings left on when I tried opening the trace file.[/QUOTE] so i just tried what u said, i turned off all settings u had metioned, relaunched the game, captured the frame and opened it using patched frame analyzer, and i still get the same problem
TitanFall, have you tried another game? Yesterday I had some issues too with some games, for example for BF3 i had to turn off Origin ingame, for BFBC2 i had to use DX11 (with the EM configurator) instead of 9 etc.. Also , just an idea , do you have the latest GPU drivers installed, latest DX etc?
Can we take a minute to appreciate how cute the dood on the ripper program is Also great program, works better than ninjaripper IMO Bring on the boxes!
You put x32 in the title, yet it only gives me a x64 download. I also installed NET Framework 4.5.1, and when I tried to run Intel GPA, I get this shit: [img]http://i.gyazo.com/307541ccbc5a624002949c37508548c2.png[/img] [editline]21st November 2014[/editline] I use Vista x32 bit by the way, and I have SP1 and SP2 installed. Am I missing any?
i'm pretty sure the x32,x64,DX9,10,11 refers to games running 32/64 bit DX 9/10/11
Well shit. This means I can't use it, can't I?
[QUOTE=KENNITHH;46541154]TitanFall, have you tried another game? Yesterday I had some issues too with some games, for example for BF3 i had to turn off Origin ingame, for BFBC2 i had to use DX11 (with the EM configurator) instead of 9 etc.. Also , just an idea , do you have the latest GPU drivers installed, latest DX etc?[/QUOTE] no i havent tried it with another game yet, i was only interested in ripping COD AW models, anyway ill try a different game soon, also yes i do the the latest drivers for my GPU and my directx is alos up to date :)
Well it appears the main scene renderer uses RPC to communicate with another application (probably the actual monitor which sits in the tray) to grab the rendered bitmap of the scene so obtaining UV information from there is out of the question. The other alternative would be to utilise the shader constants buffer (you can see this on the Shader Constants tab). Problem is that it varies slightly between DirectX9 and DirectX10/11 (eg. use of types like Float, Integer instead of slot numbers). I'm not experienced whatsoever in 3D shaders so mapping the registers from the HLSL disassembly with the data in the buffers is going to be troublesome unless someone with experience can elaborate. [url]https://software.intel.com/sites/products/documentation/gpa/13.4/osx/Tab_Shader_Constants.htm[/url] [QUOTE=F T;46544326]Well shit. This means I can't use it, can't I?[/QUOTE] The main FrameAnalyzer executable is marked as AnyCPU meaning it can run as a 32-bit or 64-bit application. Therefore it can be assumed that both the 32-bit and 64-bit version of the GPA use the same executable for the FrameAnalyzer. Have you tried modifying the URL for the GPA installation link for x86? Installing that one and then using the same patch should work. Also ensure that you have the latest Vista Service Pack installed; Windows Installer 4.5 comes with SP2 (you can also grab it separately if required). [url]http://registrationcenter-download.intel.com/akdlm/irc_nas/4674/gpa_14.3_release_231370_windows_x86.msi[/url]
[QUOTE=master131;46546633] The main FrameAnalyzer executable is marked as AnyCPU meaning it can run as a 32-bit or 64-bit application. Therefore it can be assumed that both the 32-bit and 64-bit version of the GPA use the same executable for the FrameAnalyzer. Have you tried modifying the URL for the GPA installation link for x86? Installing that one and then using the same patch should work. Also ensure that you have the latest Vista Service Pack installed; Windows Installer 4.5 comes with SP2 (you can also grab it separately if required). [url]http://registrationcenter-download.intel.com/akdlm/irc_nas/4674/gpa_14.3_release_231370_windows_x86.msi[/url][/QUOTE] I should prob add that to the OP
I have a problem, I tried to use the program to get this: [IMG]http://imagegecko.net/upload/Cattura.JPG[/IMG] when informed export obj and port of 3d studio max, I get this: [IMG]http://imagegecko.net/upload/Cattura2.JPG[/IMG]
Btw, any thoughts on fixing the export of textures? I notice that exporting some textures might get fucked in some formats
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